Field of Ruin

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Field of Ruin

Land

: Add .

, , Sacrifice this: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles their library.

Chasmolinker on Mono Black Nighthawk

4 weeks ago

Hey mememan3310. First off, welcome back!

Some amount of removal is always necessary. Combo and Flying can be tough match-ups for Mono Black without enough discard/removal. 3-4 Fatal Push and 1-2 Murderous Rider are good options with 1-2 copies of Infernal Grasp I like 6-8 hard removal spells as Mono Black is typically a Mid-Range deck. Don't sleep on Gelatinous Cube either. I've stolen plenty of games with that card.

I would stick with 4 Duress and probably cut Agonizing Remorse since the only thing you really need to hit with discard in Mono-black are Non-creature spells. If you want something more versatile, Thoughtseize is your best option.

Sword-Point Diplomacy is a cute card draw spell, but they probably just let you draw the lands or irrelevant cards, (i.e. creature removal against planeswalkers). I personally prefer Sorin the Mirthless or Reckoner Bankbuster for card draw. Unwilling Ingredient is another pet favorite of mine although probably not what you should be running.

I know a lot of people run Evolved Sleeper The card just doesn't resonate with me. It often dies to removal after you've already sunk your mana into it. It reminds me of Hexdrinker in that it can be great if you max it out but getting there uninterrupted is difficult to pull off. I prefer Concealing Curtains  Flip and Knight of the Ebon Legion in the 1-drop spot.

Gray Merchant of Asphodel or Invoke Despair are two really solid finishers in Mono-Black. If you can swing Liliana of the Veil and Sheoldred, the Apocalypse you won't be disappointed.

There are so many good cards in Mono-Black that it is tough to squeeze everything in sometimes. 22 Lands seems too low. A single Takenuma, Abandoned Mire, Field of Ruin, and Hive of the Eye Tyrant are worth looking at as utility lands. I'd try to get 24-25 lands in there since most of the powerful Mono-Black spells fall in the 3+ MV range.

Max_Hammer on Them Gay Guys of The Group Hug

4 weeks ago

I have some suggestions for you, lad.

  • Field of Ruin is a group hug ramp for you, letting you target enemy #1 and boost everyone else.

  • Helm of Awakening gives everyone ramp, which is just so generous of you, might I add.

  • Another thing to note is adding more multi-colored lands and adding more fetch lands.

  • Check your artifacts for duplicates. (;

Max_Hammer on Shorikai go vroom

4 weeks ago

So, right now, Commander included, you've got 126 cards. Seeing as you're only 26 over the cap, this shouldn't be too bad.

This is a low mana cost deck with a lot of draw, you probably only need 34-36 lands if you're being generous. If I were you, I'd drop some of the slower lands, such as Temple of Enlightenment, Skybridge Towers, Prairie Stream, Azorius Chancery, Castle Ardenvale, Castle Vantress, or even Port Town.

You might also want to include more fetch lands, too. Flooded Strand, Fabled Passage, and Flood Plain all come with a pretty high price tag, but they're all good.

On the other side of the coin, Brokers Hideout, Obscura Storefront, Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Esper Panorama, and Bant Panorama are all cheaper fetch lands that you could use.

Drawing mana late game can be a dead draw a lot of the time, so being able to remove that excess from your deck can be a really nice tool to have, so you can draw just what you want. Maybe take out cards that are fast, but not necessary such as, Skycloud Expanse, Sea of Clouds, Mishra's Factory, and Crawling Barrens.

Changing it to this (or a list of just 35 mana), should bring us down to 122 cards.

As for non-land ramp, you have a lot. I’m going to say you want to kick out Silver Myr, Gold Myr, Mind Stone, and Ornithopter of Paradise. Normally I’d say more, but for this specific deck that seems to love ramp, this seems more than fine.

118 left.

For the rest, I’d say Ondu Inversion  Flip, Access Denied, Tezzeret the Seeker, Tezzeret, Artifice Master, Phyrexian Metamorph, Cultivator's Caravan, Invoke Justice, and An Offer You Can't Refuse, all mostly because they’re too expensive.

That leaves you with 109

Okay, so, this decklist is surprisingly tight for being 30~ cards over and I don’t know where to kick the last 9 off. Maybe Artificer Class? Maybe some of the creatures/vehicles? Idunno, good luck.

Caerwyn on Fun opponent mill deck

1 month ago

Mill is a fairly established archetype, with a long history in Modern. It struggles in a number of regards due to effectively being a slower version of burn (it plays a lot like burn, albeit they have 60 "health" instead of 20).

The bread and butter of Mill is fairly expensive--you run 4x Ruin Crab, 4x Hedron Crab, then toss some fetch lands (like Polluted Delta) to double up on your crab triggers. Given how fast Modern is, it can be really hard for Mill to excel if you do not fully commit to the 8-Crab strategy.

Even if you are not running Fetch lands, you should still run the full 8 crabs.

You'll also likely want to change to Black and Blue instead of Mono-Black, which gives you access to the excellent Drown in the Loch and removal in the form of Fatal Push. Your deck as it stands is really light on removal, which is not going to get you far in Modern.

For some smaller changes:

  • Replace Serum Visions with the vastly better for this deck Visions of Beyond.
  • Traumatize is too much mana for what it does. Instead run Archive Trap and Field of Ruin to force opponents to search their library (they'll probably be doing it with fetch lands anyway, but will be wary once they see you are running mill, so the forced search is a great way to get some big, free mill spells fired off).
  • Glimpse the Unthinkable is a very efficient if you switch over to to Black/Blue--and those extra three cards make a huge difference over the inferior Mind Sculpt.

You'll also need to think about a sideboard if you want to be competitive in Modern, with answers tailored to your particular meta (or at least the most common decks you are most likely to see at any given meta).

SufferFromEDHD on Celestine, Re-Living Saint

1 month ago

Inventors' Fair easy +1 and tutors for serious engine pieces.

Kabira Crossroads or Radiant Fountain quick +2 in a pinch.

Dust Bowl with that many basic plains is much better than Ghost Quarter/Field of Ruin. Flagstones of Trokair is great ramp with it.

LandoLRodriguez on Talrand No-kens

1 month ago

thefiresoflurve First of all, thank you so much for taking the time to look over my list and put some real thought into these last cuts. I truly appreciate it. I understand all of what you had to say, and was having some of the same thoughts myself. As I said before, all these cards made it through several rounds of cuts so I have my reasons for them still being here. That said:

Minn, Wily Illusionist is still here because I like playing the quirky legendary creatures in my colors. There's not much else here that pumps the team the way she does and she would interact nicely with Murmuring Mystic. All this still probably isn't good enough reason to keep her though. Unless I'm drawing 2+ cards on each opponents' turn (which I'm probably not), her token output comes up short. Whispering Wizard is on the block for the same per-turn production limitation. Plus, I don't have much as far as scary permanents to cheat out with her second ability (nor a reliable way to kill my illusions to do so). It'll hurt to cut one of my token producers, but yeah, she's on the block for sure.

Wizard Class because I loathe having to discard for hand size, and I plan on drawing a lot of cards. Taking this one out means I'm left with only Reliquary Tower, Sea Gate Restoration  Flip, and possibly Venser's Journal. I suppose that the amount of draw I hope to produce means I'll come across one of those other options, but it still worries me. Probably still not a good enough reason to keep it in though.

I like Capsize because I love having repeatable options in commander decks, and because it can target any permanent. It's great to have options to bounce a troublesome land if the need arises. Paying 6 total mana to do so (and keep Capsize) is probably not worth it though. I included Field of Ruin and Strip Mine to deal with problem lands, and I have Boomerang and Cryptic Command to bounce any permanent still.

I really like Guile because it does a lot of things for me I think. Besides its mega-menace, I like that it exiles my opponents' spells should I choose not to cast them. I'm guessing that opponents may steer away from casting big splashy spells while Guile is out though for fear of having them turned against them or losing access to them in exile. It also provides just a little bit of mill insurance with its last ability. I hate mill as a strategy and while I'm running a few recursion spells, I'm not going to have much graveyard interaction. I suppose Nexus of Fate does the same thing much better though, since ideally I could cast it every turn if I wound up being milled down to 1 and it would wind up back in the library. Anyway, I was excited about running Guile as I was putting this together but you may be right, might be more than I need.

Ominous Seas I figure will drop its token every other turn on average if the game is going at all the way I want it to. While I should be pumping out an army of small tokens, I figured it would be nice to have some big chonky bodies out there as well. Without trample existing in the deck though, an 8/8 without flying is no different than a 1/1 tentacle as long as you've got a plant to block it. You're right, probably win-more. I do want to win more though...

I certainly understand that Aetherflux Reservoir really shines in storm decks (which no, this one most certainly is not). While I wouldn't be working it as well as storming does, I do plan to cast a lot of cheap spells, sometimes several in a turn in a good game. Something mono-blue is not good at is gaining life, so I really want to include at least one or two pieces that can do that for me for matchups that are pinging down the whole table. So the reservoir serves both as a way to gain life, and as a possible alternative win-con in a pinch. Between reservoir and Venser's Journal though, I probably lean towards the journal to retain as an emergency life gain option. I run it in my Pheldagriff deck and it has proven itself a workhorse.

Finally, I see Psychosis Crawler as another possible win-con. At my LGS where I play at least, I run into a lot of decks that efficiently pump out tokens. This means that if beating face with tokens is going to be my only strategy to win games, there's gonna be some games where that just won't get me there. I can see crawler coming out late-game when life totals have dwindled, and being able to finish everyone off with a big Gadwick, the Wizened or Blue Sun's Zenith cast. I was honestly seeing crawler as a mortal lock to make the final cut, but you've given me something to think about for sure.

Thanks again for your input, I really do appreciate and you've definitely helped by reinforcing some stuff I was already thinking and giving me reasons to think about cutting some stuff I was not.

wallisface on Grave Eater

1 month ago

Some thoughts:

  • Mill decks don’t really want to be playing any creatures at all, except for Ruin Crab and Hedron Crab. The reason for this is that there is no point in attacking your opponents life total - it just means you’re doing 2 things at once badly, and will fail to accomplish either. Focus on milling and ditch all those non-crab creatures.

  • Shared Trauma feels really bad because for 3 mana you’re only milling 2 cards. This is possibly the weakest mill card there is.

  • I’d suggest ditching all of your enchants. Chronic Flooding is slow and too easy to play-around. Curse of the Bloody Tome is super slow. Fraying Sanity sounds good in-text, but in practice is almost always not worth it.

  • Archive Trap is great and you should prolly be running the playset - but you should get Field of Ruin to play alongside it to force the search (as well as help the crabs).

  • You currently have no interaction, which is a really bad place to be as Mill can’t reliably race faster decks. I’d suggest finding room for Fatal Push, Drown in the Loch, Surgical Extraction.

To help with your brewing, an example of my competitive mill deck is here

wallisface on Mill,mill and mill....

2 months ago

It feels like this list should be far more optimised than it is, considering the $$$ investment. Some thoughts:

I have my own competitive mill deck here which may help inspire you.

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